Amid the gloom, there's gold. Ghosts - new minions you raise from defeated enemies - are a blast. Catch a venom-spewing snake and it's your chaos-spewing buddy. I had a field day hunting unique monsters to test their abilities, and it's a system with legs. Huntress' Tame Beast gem mirrors this—capturing pets adds flavor and utility. Both feel like steps towards a richer PoE 2, even if they're rough around the edges.
Rogue Exiles are another win. These player-like NPCs bring tense, PvP-esque combat, dodging and weaving with real builds. Kill one and they drop their full set of equipment - rings, chest, socketed runes, the works. It's exciting and rewarding, a bright spot in the patch. The Huntress herself? After buffing, she's solid. I'm leaning towards ranged with Lightning Spear, and it's snappy fun - though the parry mechanic (more on that later) needs work. Wisps? Meh - stronger monsters, lacklustre loot. They're fine, but forgettable next to Exiles.
GGG's response: Fixes in Flight
GGG's not deaf to the uproar. Their
latest post (7 or 8 April 2025) outlines what's been done and what's to come. Here's the rundown:
Slayer tweaks: Parry is clunky - fail and you're stunned or one-shot. They're adding Cull the Weak, a spear skill that automatically grants Frenzy Charges on low HP foes, bypassing parry early in the game. There is also a 25% DPS buff to Lightning Spear for faster throws. I'd prefer to see parry forgiveness (e.g. immunity frames), but it's a start.
Minions: 0.1.1's minion dominance was nerfed heavily. They've since been patched with health and damage buffs - untested by me, but promising.
Monster Health: Campaign HP was reduced by 25% after Act 1, and rare mob bonuses were reduced by 60% to match 0.1 levels. Better, but still clunky - another 25% reduction wouldn't hurt.
Area size: Players hate sprawling maps (Act 3 is a nightmare - 20-40 minutes if you're lost). GGG blame monster life and content density, not size, which feels tone-deaf. They're adding checkpoints, but shrinking maps should be on the table.
Crashes: City crashes are fixed, but server-side disconnects (6x higher) persist. Fixes are days away - fingers crossed.
QoL: Atlas bookmarks, hiding affinities for socketables/tablets and rebindable specters/beasts are coming. Big wins for usability.
They respond quickly - patches within days of launch show commitment. But the card size dodge? A miss. Act 3's bloated layouts aren't just a life issue - they're a pacing killer.
The future: Early Access Growing Pains
Here's the deal: Dawn of the Hunt has stumbled. Combat is slower, performance is shaky, and the nerf hammer hits too hard. But it's Early Access - unfinished, mid-development, and opt-in. We're beta testers, not final judges. Criticism is vital - GGG needs to hear what's broken - but to write off PoE 2 because of one rocky patch is premature. I'm still hooked, tweaking builds and chasing ghosts, because the core is still gold.
GGG has a year to polish this gem. Daily patches suggest they're listening, and with half the campaign, classes and endgame still MIA, there's room to grow. Give it until 1.0 - if it's still a slog, fair enough. For now, I have faith they'll bounce back.
Thanks for Reading
Dawn of the Hunt's a rollercoaster—new highs like specters and Exiles, lows like combat pacing and crashes. GGG is on it, but it's a bumpy road. How's your 0.2.0 run going? Love it, hate it, or somewhere in between? Let us know your thoughts below, and stay tuned to MMOJUGG for more PoE 2 adventures. Happy hunting, exiles!